Appendix 2: Shadow-Under-Spire
The settlement that has grown around the towering Spire is known as Shadow-Under-Spire, and is home to a variety of souls. The shadow of the mighty spike looms over all. It has farms, places to eat and drink, and a market that swells once a week as merchants come to trade.
In game terms, if this used the ACKS rules, it would normally be a Class VI settlement, with a boost on market day bringing it to a Class IV for purposes of buying/selling.
Equipment Availability by Class
Price (gp) | Class IV | Class VI |
---|---|---|
1 or less | 65 | 10 |
2-10 | 5 | 1 |
11-100 | 1 | 10% |
101-1,000 | 25% | 5% |
1,001-10,000 | 10% | 1% |
Note: this lists how many items of a specific type are available, not the total items overall.
Special Interest
- Rainbow River Fish: the fish itself, when eaten raw, restores vitality as as if it was a healing potion; eating a cooked fish reduces the potency, granting only the minimum amount healed. The oil can be used to fuel lamps. doubling the duration and providing warmth as if it were a campfire. They are difficult to catch (1-in-6 chance).
- Dougal’s Herbal Remedies (market): these remedies act as curative spells, costing 10 gp per Level of the simulated spell. They are perishable and there is a cumulative 1-in-6 chance, roll every morning, they they spoil and are useless.
- Magical Toys (market): wind-up toy dragons that breath real fire; flying origami birds and insects that return to the thrower when called; spinning tops that never stop on their own; all for 1d20 x 10 gp. 1-in-6 chance of the ‘magic’ fading after each use.
I was considering creating stats for the Ten Interesting People, but I don’t think that’s necessary. Anyone of importance or in a position of power will be at least Level 5, with people like High Priests being Level 9 or above. Urchins, street thugs and so forth, are unlikely to be more than Level 3.
Anyone of special consideration will be given a few statistics though.